Rick Posted January 21, 2014 Author Share Posted January 21, 2014 Not sure why you think a checkpoint makes it any easier than any other option like pressing a button or F2 or something. The hard part is more around what to save and load vs what starts the saving/loading process. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted January 21, 2014 Share Posted January 21, 2014 Let's say you have ennemies at screen and player and 3D effects on, if you wish ot save axect position , animation, state of each ennemy, player etc ... this is lot of work. Just do like Uncharted 3, Halo 4, GTA5 and use checkpoints. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted January 21, 2014 Author Share Posted January 21, 2014 checkpoints have nothing to do with all the data you have to save. all a checkpoint is, is an area that tells your game to save the data it needs to, but you, the coder, has to decide on how that's done. checkpoints aren't magic saving things 1 Quote Link to comment Share on other sites More sharing options...
YouGroove Posted January 21, 2014 Share Posted January 21, 2014 @Rick: ok Well about tutorials, it's all Youtube. Why not including a link to code files ? I can't imagine watching Youtube and have to carefully watch and type all visible code on the video. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted January 21, 2014 Author Share Posted January 21, 2014 In my videos I more hope to show ideas on how things can be done than to be a code copying thing. Most of the scripts I have used for the tutorial have been very small and actually I copy from the wiki that collision script on most of them and just make small modifications. It's really about typing things out yourself, experiencing issues and fixing them to learn. I make these tutorials more for learning than to just give out scripts. If I wanted to do that I would just put them on the asset store like I have some other scripts, but these are more about learning and my thought process as I do this for others to see. 1 Quote Link to comment Share on other sites More sharing options...
Shirk Posted January 22, 2014 Share Posted January 22, 2014 Id like to learn more about the player movement, like how to add crouch, headbobing and ect. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted January 22, 2014 Share Posted January 22, 2014 @Rick : it makes sense. @Shirk : You can do two ways : - simulate it by just moving camera down for crouching and adjsut collision ; and doding a movement on camera for headbobbing - animate a character for crouch , headbobbing etc ... and just place camera in front of head (adjust collision height when crouching) Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Shirk Posted January 22, 2014 Share Posted January 22, 2014 Ive been trying to figure out the headbobbing in the last few days, but cant get anything to work. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted January 22, 2014 Share Posted January 22, 2014 You need a 3D artist with you , or a coder, or both Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Guppy Posted January 22, 2014 Share Posted January 22, 2014 Ive been trying to figure out the headbobbing in the last few days, but cant get anything to work. http://powayusd.sdcoe.k12.ca.us/teachers/rdohm/Course%20Info/Assignments/Resources/Animation/3D_Anim_Lessons/images/walk.jpg ( or just google images for "walk cycle" ) as you can see the head follows a familiar pattern ( stretched sin ) - simply adjust the cameras offset to the ground accordingly as long as the player is moving forward and set it to the normal/high height when they stop. Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
ludwurks Posted January 23, 2014 Share Posted January 23, 2014 A tutorial on rounded edges (or rounded walls/corners) would be great. that along with some more advanced geometry using the in editor primitives/compounds Quote Link to comment Share on other sites More sharing options...
Rick Posted January 23, 2014 Author Share Posted January 23, 2014 @ludwurks Hey, this is thread is more about gameplay (scripting) tutorials than art. Quote Link to comment Share on other sites More sharing options...
Shirk Posted January 24, 2014 Share Posted January 24, 2014 Here is a simple tutorial for a crouch function. I wouldn't say its very good, but at least its a start for someone. Open up FPSPlayer.lua from your assets folder and navigate to the function UpdateWorld around line 230. Right after the end of if window:KeyHit(Key.E) add another window.KeyHit for the crouch button (In this case I used C) if window:KeyDown(Key.C) then end This checks to see if a key ( the C button) is pressed down within the window. In that add the following code self.camera:SetPosition(self.entity:GetPosition(true)+Vec3(0,self.eyeheight * 0.5,0)) That sets the current cameras position to half the height of the players eye height. Just under that add self.moveSpeed = 2 This sets the current move speed to 2 (your speed may differ) so you don't walk as fast as you would standing up. Now to check when the key isn't being pressed so you can continue walking at a normal speed. if not window:KeyDown(Key.C) then self.moveSpeed = 4 end That almost looks like the code above, except for the addition of not before the window:KeyDown. This checks to see when the key is not pressed down, and sets the speed back to the normal walking speed. Also, can anyone help me figure out a simple viewbobbing? I dont really know where to begin. Quote Link to comment Share on other sites More sharing options...
Rick Posted January 25, 2014 Author Share Posted January 25, 2014 Got a fairly simple method for saving/loading entity data finished. Will be making a tutorial (with files) tonight. This one is pretty slick if I do say so myself . There is probably room for improvement but it should work on any platform once the others come about for 3.1, and it's non programmer friendly I think. Leadwerks could help out a little with providing some more info with things, but it works for now. 2 Quote Link to comment Share on other sites More sharing options...
Shirk Posted January 25, 2014 Share Posted January 25, 2014 That sounds awesome, how do you load and save though? Just hitting a button like F6 and F7? And I agree, I wish more tutorials would explain what everything is doing in detail, I don't like simple copy and paste scripts. Quote Link to comment Share on other sites More sharing options...
Rick Posted January 25, 2014 Author Share Posted January 25, 2014 How you load and save is left up to you. I show a couple ways to do it via collision triggers (checkpoints) and an OnSceneLoaded type script, but there would also be UI ways if you had that. Quote Link to comment Share on other sites More sharing options...
Kavex Posted January 25, 2014 Share Posted January 25, 2014 Wow your list is growing Quote Steam Profile /r/Leadwerks Link to comment Share on other sites More sharing options...
Rick Posted January 25, 2014 Author Share Posted January 25, 2014 Added Save/Load game tutorial to front page. It's processing now but should be done in 15 mins or so. Need sleepy now. 2 Quote Link to comment Share on other sites More sharing options...
Mordred Posted January 25, 2014 Share Posted January 25, 2014 Maybe a tutorial on how to create and use heightmaps in Leadwerks 3.1 would be cool too, even if the heightmapping tool is not from LE it might make the life lot's easier than modeling the terrain by yourself. Quote Link to comment Share on other sites More sharing options...
Rick Posted January 25, 2014 Author Share Posted January 25, 2014 @Mordred This thread is more focusing on programming at this time. That in itself is a big task Maybe someone who has more art skills could start a thread for the art side? For now I'd like to focus on programming for this thread. Quote Link to comment Share on other sites More sharing options...
Mordred Posted January 25, 2014 Share Posted January 25, 2014 Ah darn, sorry Rick, i remember that this was mentioned before already, but i forgot it Sorry 'bout that. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted January 25, 2014 Share Posted January 25, 2014 There is a lot on Youtube : just search them Quote Stop toying and make games Link to comment Share on other sites More sharing options...
SeaHorseShooter Posted January 25, 2014 Share Posted January 25, 2014 Thank's so much for the save/load video Rick!! Really helped me out 1 Quote Link to comment Share on other sites More sharing options...
Rick Posted January 27, 2014 Author Share Posted January 27, 2014 np SeaHorse. It was probably my favorite one to do so far since it was a little more involved and interesting! Everyone, please list out anything you'd like to see that isn't already on the front page and is programming related and isn't a huge system that would take hours to explain in a tutorial. 1 Quote Link to comment Share on other sites More sharing options...
shadmar Posted January 27, 2014 Share Posted January 27, 2014 Trails would be great, requires some kind of continious trainglestrip. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
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